improved performances + added zoom slider
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c7d84246b4
commit
9346637462
123
src/editor.py
123
src/editor.py
@ -1,68 +1,37 @@
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from math import floor
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from math import floor
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import os
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from typing import Optional
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from typing import Optional
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import pygame
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import pygame
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from src.image_handler import ImageHandler
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class Editor:
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class Editor:
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WIDTH = 800
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WIDTH: int = 800
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HEIGHT = 600
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HEIGHT: int = 600
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MAP_SIZE = 1024
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MAP_SIZE: int = 1024
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MAPS_DIR = "/tmp/lycacraft_maps"
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MAPS_DIR: str = "/tmp/lycacraft_maps"
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MIN_ZOOM = 0.25
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MIN_ZOOM: float = 0.25
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MAX_ZOOM = 4
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MAX_ZOOM: float = 4
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def __init__(self):
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def __init__(self):
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pygame.init()
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self.width: int = self.WIDTH
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self.width: int = self.WIDTH
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self.height: int = self.HEIGHT
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self.height: int = self.HEIGHT
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self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
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self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
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pygame.display.set_caption("Lycacraft Map Editor")
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self.center: list[int] = [0, 0]
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self.center: list[int] = [0, 0]
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self.zoom: float = 1
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self.zoom: float = 1
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self.map_size: int = self.MAP_SIZE
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self.running: bool = False
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self.running: bool = False
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self.cache: dict[float, dict[tuple[int, int], pygame.Surface]] = {}
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self.image_handler: ImageHandler = ImageHandler(self.MAPS_DIR, self.MAP_SIZE)
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self.load_maps()
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.visible_maps_count: int = 0
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self.drag_pos: Optional[tuple[int, int]] = None
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self.drag_pos: Optional[tuple[int, int]] = None
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self.font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 20)
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def load_maps(self) -> None:
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cache = {}
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for path in os.listdir(self.MAPS_DIR):
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fullpath = os.path.join(self.MAPS_DIR, path)
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name, x, y = path.split(".")[0].split("_")
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cache[(int(x), int(y))] = pygame.image.load(fullpath)
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self.cache = {
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self.zoom: cache
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}
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def resize_maps(self) -> None:
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if self.zoom in self.cache:
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return
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cache = {}
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for pos, img in self.cache[1].items():
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cache[pos] = pygame.transform.scale_by(img, self.zoom)
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self.cache[self.zoom] = cache
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def get_map(self, x: int, y: int) -> Optional[pygame.Surface]:
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cache = self.cache.get(self.zoom, {})
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pos = (x, y)
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if pos not in cache:
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if pos not in self.cache[1]:
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return None
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img = self.cache[1][pos]
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cache[pos] = pygame.transform.scale_by(img, self.zoom)
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return cache[pos]
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def mainloop(self) -> None:
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def mainloop(self) -> None:
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self.running = True
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self.running = True
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while self.running:
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while self.running:
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pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps - {self.visible_maps_count} maps rendered")
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pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps")
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self.process_events()
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self.process_events()
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self.render()
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self.render()
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self.clock.tick(30)
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self.clock.tick(30)
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@ -111,63 +80,61 @@ class Editor:
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def render(self) -> None:
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def render(self) -> None:
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self.win.fill((0, 0, 0))
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self.win.fill((0, 0, 0))
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off_x = self.center[0] % self.MAP_SIZE
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off_x = (self.center[0] * self.zoom) % self.MAP_SIZE
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off_y = self.center[1] % self.MAP_SIZE
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off_y = (self.center[1] * self.zoom) % self.MAP_SIZE
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w2 = self.width / 2
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w2 = self.width / 2
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h2 = self.height / 2
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h2 = self.height / 2
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# In game top-left / bottom-right corners
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x0 = floor(self.center[0] - w2 / self.zoom)
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x0 = floor(self.center[0] - w2 / self.zoom)
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y0 = floor(self.center[1] - h2 / self.zoom)
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y0 = floor(self.center[1] - h2 / self.zoom)
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x1 = floor(self.center[0] + w2 / self.zoom)
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x1 = floor(self.center[0] + w2 / self.zoom)
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y1 = floor(self.center[1] + h2 / self.zoom)
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y1 = floor(self.center[1] + h2 / self.zoom)
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mx0 = floor(x0 / self.MAP_SIZE)
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# Top-left / bottom-right maps
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my0 = floor(y0 / self.MAP_SIZE)
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mx0 = floor(x0 * self.zoom / self.MAP_SIZE)
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mx1 = floor(x1 / self.MAP_SIZE)
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my0 = floor(y0 * self.zoom / self.MAP_SIZE)
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my1 = floor(y1 / self.MAP_SIZE)
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mx1 = floor(x1 * self.zoom / self.MAP_SIZE)
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my1 = floor(y1 * self.zoom / self.MAP_SIZE)
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h_maps = mx1 - mx0 + 1
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h_maps = mx1 - mx0 + 1
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v_maps = my1 - my0 + 1
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v_maps = my1 - my0 + 1
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cx = floor(self.center[0] / self.MAP_SIZE)
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cx = floor(self.center[0] * self.zoom / self.MAP_SIZE)
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cy = floor(self.center[1] / self.MAP_SIZE)
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cy = floor(self.center[1] * self.zoom / self.MAP_SIZE)
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self.visible_maps_count = h_maps * v_maps
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ox = w2 + (mx0 - cx) * self.MAP_SIZE - off_x
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ox = w2 + (mx0 - cx) * self.map_size - off_x * self.zoom
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oy = h2 + (my0 - cy) * self.MAP_SIZE - off_y
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oy = h2 + (my0 - cy) * self.map_size - off_y * self.zoom
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# cache = self.cache[self.zoom]
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for y in range(v_maps):
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for y in range(v_maps):
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for x in range(h_maps):
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for x in range(h_maps):
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# map_pos = (mx0 + x, my0 + y)
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map_image = self.image_handler.get_for_pos(mx0 + x, my0 + y, self.zoom)
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map_image = self.get_map(mx0 + x, my0 + y)
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# if map_pos not in cache:
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if map_image is None:
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if map_image is None:
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continue
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continue
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self.win.blit(map_image, [
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ox + x * self.MAP_SIZE,
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oy + y * self.MAP_SIZE
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])
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# map_image = cache[map_pos]
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zoom_height = self.height * 0.2
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zoom_h_margin = self.width * 0.02
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sx = ox + x * self.map_size
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zoom_v_margin = self.height * 0.05
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sy = oy + y * self.map_size
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zoom_x = self.width - zoom_h_margin
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ex = sx + self.map_size
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zoom_y = self.height - zoom_v_margin - zoom_height
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ey = sy + self.map_size
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zoom_space = zoom_height / 4
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sx2, ex2 = min(self.width, max(0, sx)), min(self.width, max(0, ex))
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zoom_r = zoom_space / 4
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sy2, ey2 = min(self.height, max(0, sy)), min(self.height, max(0, ey))
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pygame.draw.line(self.win, (255, 255, 255), [zoom_x, zoom_y], [zoom_x, zoom_y + zoom_height])
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"""self.win.blit(map_image, [
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for i in range(5):
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ox + x * self.map_size,
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y = zoom_y + zoom_height - i * zoom_space
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oy + y * self.map_size,
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zoom = 2 ** (i - 2)
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])"""
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col = (255, 0, 0) if zoom == self.zoom else (255, 255, 255)
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self.win.blit(map_image, [sx2, sy2], [sx2 - sx, sy2 - sy, ex2 - sx2, ey2 - sy2])
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pygame.draw.circle(self.win, col, [zoom_x, y], zoom_r)
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txt = self.font.render(str(zoom), True, (255, 255, 255))
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for y in range(v_maps):
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self.win.blit(txt, [zoom_x - txt.get_width() - zoom_r - 5, y - txt.get_height() / 2])
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for x in range(h_maps):
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pygame.draw.rect(self.win, (255, 0, 0), [ox + x * self.map_size, oy + y * self.map_size, self.map_size, self.map_size], 1)
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pygame.display.flip()
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pygame.display.flip()
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def set_zoom(self, zoom: float) -> None:
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def set_zoom(self, zoom: float) -> None:
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self.zoom = max(self.MIN_ZOOM, min(self.MAX_ZOOM, zoom))
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self.zoom = max(self.MIN_ZOOM, min(self.MAX_ZOOM, zoom))
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self.map_size = self.MAP_SIZE * self.zoom
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# self.resize_maps()
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def zoom_in(self) -> None:
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def zoom_in(self) -> None:
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self.set_zoom(self.zoom * 2)
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self.set_zoom(self.zoom * 2)
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60
src/image_handler.py
Normal file
60
src/image_handler.py
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import os
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from math import floor
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from typing import Optional
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import pygame
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class ImageHandler:
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def __init__(self, maps_dir: str, base_size: int):
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self.maps_dir: str = maps_dir
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self.base_size: int = base_size
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self.cache: dict = {}
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self.load_base_images()
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def load_base_images(self) -> None:
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cache = {}
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for path in os.listdir(self.maps_dir):
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fullpath = os.path.join(self.maps_dir, path)
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name, x, y = path.split(".")[0].split("_")
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cache[(int(x), int(y))] = pygame.image.load(fullpath).convert_alpha()
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self.cache = {
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1: cache
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}
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def get_for_pos(self, x: int, y: int, zoom: float = 1) -> Optional[pygame.Surface]:
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cache = self.cache.get(zoom, {})
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pos = (x, y)
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if pos not in cache:
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if zoom == 1:
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return None
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# Multiple maps per zone
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elif zoom < 1:
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img = pygame.Surface((self.base_size, self.base_size), pygame.SRCALPHA)
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n_maps = int(1 / zoom)
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sub_size = self.base_size * zoom
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for sub_y in range(n_maps):
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for sub_x in range(n_maps):
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sub_img = self.get_for_pos(x * n_maps + sub_x, y * n_maps + sub_y, 1)
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if sub_img is not None:
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sub_img = pygame.transform.scale_by(sub_img, zoom)
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img.blit(sub_img, [sub_x * sub_size, sub_y * sub_size])
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# Zone is part of a map
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else:
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img = self.get_for_pos(floor(x / zoom), floor(y / zoom), 1)
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if img is not None:
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sub_x = x % zoom
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sub_y = y % zoom
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sub_size = self.base_size / zoom
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img = img.subsurface([sub_x * sub_size, sub_y * sub_size, sub_size, sub_size])
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img = pygame.transform.scale_by(img, zoom)
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print("Generating new image")
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cache[pos] = img
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self.cache[zoom] = cache
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return cache[pos]
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